Unity is back! Man trying to create a Scriptable Render Feature before 6 was absolutely painful due to the lack of standardization and documentation. Really amazing to see all these tutorials coming out from Unity!
Great tutorial. Perfect voice acting and demonstration. Before switching the director of unity, we could see very poor tutorials and small amount of them
How can we make this compatible with VR? Currently, everything is visible only in the left eye, while the right eye remains black. Additionally, all visible elements are distorted during head movement.
Really nice! Thanks for these resources, great introduction to get in the trenches. Had a question, the SSAO pass seems to have many draws, at least BiRP had a whole chain of mip maps and whatnot to get a nice and wide SSAO outcome; however, the RenderGraph only shows one Blit SSAO? That sounds like it would be the final mixing pass?
Fantastic. more of these please. I'm trying to render a layermask without creating a second camera. this was possible before render graph with render features, and it probably is now, but i have no idea how to do it with the new functions. so i am stuck in compatibility mode.
Any chance we can get an additional injection point for on after drawing ui toolkit/ugui overlay? It’s really frustrating trying to do a full screen effect and having the ui draw on top of it
If I wanted the dithering effect to only occur on parts of my display, I presume I would have to use several cameras and then combine their outputs, right? I don't see anything in the graph about layers, so I assume tehy can not be treated differently from there. ...Or can they?
Can anyone briefly explain why/how is this different than the classic post-processing effects ? Is it "just" because the classic post-processing usually only work after all the passes are finished, so first of all there are certain limitation, but also you are forced to work with more pixels that you necessarly needs. while in this approach you just use the data that you need for your effect. Is this it ? (this question is not asked in a pejorative way)
It's more than just only needing the data you want, this is used for more than post-processing. It allows you to more easily customize the render pipeline to add custom render features in more locations. Sometimes you may wish to alter the data that gets sent to a later part of the rendering, you can't do that in post-processing because those steps have already been performed. The entire render pipeline is setup using render graph, it's simply a way to order the steps to perform when rendering, and allow functionality that's unused to be baked out and optimized. The example given in this video isn't particularly special in that it can be done several ways, but render graph is far more powerful than simply image effects.
Dragon age 4 with purple color is similar to a game made with Unreal Engine, Dragon Age 4 with dark mod is similar to a game made with Unity Engine, I like dark colors.
Hello, I am new to unity and I had an issue in accessing the asset manager and everything that I tried, (resetting deleting and updating) didn’t seem to work. I am very eager to use this program but I can’t get my assets I or other people has created. Does anyone else have this problem?
Can you do 3D but then give it the 16 bit 2D bitmap look and maintain that look while either zooming in or out? The closest that came to that look is Octopath Traveler but it still used 2D sprites.
I think there are many ways to achieve that with Unity. You either use quads in a 3D lit scene (URP) and position them in 3D coordinates. or 2D sprites in a scene lit with URP 2D renderer, and 3D objects that use Sorting groups to be sorted among 2D sprites
The editor on Linux keeps crashing here :( Is it just for me? haha Everytime I switch to Vulkan it becomes very unstable. Unfortunately Vulkan is needed for certain features of URP (GPU Resident Drawer).
@@eduardooriz2715 I thought when he was applying it to a sphere, you would just see the effect inside the sphere. I know you can do this with render features and objects. I thought he was showing that here. No worries.
Dragon Age 4 = Xbox 360, Dragon Age 4 + Vktrfly's Dark Fantasy Look-Up Table (LUT) mod = PS3, I liked the PS3's graphics better than the X360's graphics because the PS3 had darker colors. I want The Elder Scrolls 6 with dark colors, I like the Unity Engine because its games have dark colors, the Unreal Engine has very colorful graphics, these graphics don't please me.
This setup seems way too complicated for what it's doing. 99% of all screenspace effects simply just need a material and some variables. It really does seem superfluous having to do all this boilerplate to run your own custom full screen shaders. Unity used to be about simplicity. This is not it.
It's a workflow that can be used for simple use cases like the one in the video, simple for educational purposes, but also very very specific and complex ones... so it has to be system that contemplates all the possibilities. Full screen effects can still be accomplished in simpler ways.
@@eduardooriz2715 would be great if this simpler method was demonstrated in another tutorial then. Blitting with material covers so many use cases. In Unreal you'd simply just add a post process material to a volume and you're done. No need to write any code.
The word "Graph" is just pointless and misleading. The current graph literally is just a pipleline GUI for you to look at, but you cannot add or edit any features on it. You will need to go through boilerplate codes in order to get few things done. Why call it boilerplate, because in every step you have to stick to the rule and templates behind it, otherwise you will be getting tons of error out of nowhere. I think Unity need to focus on the purpose and practical usage of such modules. For now I just find it very confusing.
Literally this is what was lacking in unity 6 a proper explanation
Unity is back! Man trying to create a Scriptable Render Feature before 6 was absolutely painful due to the lack of standardization and documentation. Really amazing to see all these tutorials coming out from Unity!
Omg yaaaasss, a Unity Tutorial with Code on Render Graph, this is Amazing!!
More!!! Quality Tutorial with Graphics and Solid Walkthrough. Love Render Graph. Perfect!!! Go Unity Team!!!
God, I love tutorials from this guy! Always on-point, no shady technics, and everything is brilliantly explained!
Unity you made a comeback like a king
Unity is back 🎉
This is great! I would love to see a followup with submitting render requests from other cameras, from within a pass, in Render Graph!
Great video! And thanks for new e-book about URP.
Very nice tutorial! We need more resources on those new systems
Amazing so easy to code new Fullscreen effect with this. Thanks!
I love you Unity ❤
Great tutorial. Perfect voice acting and demonstration. Before switching the director of unity, we could see very poor tutorials and small amount of them
I'm waiting for this!
Please do more of these
Thank you! This was very informative!
OOOOOH this is sooo cool!
Thanks, It helps while updating to Render Graph!
good job unity
Impressive
I rly need this, thx
Boss! Thanks.
where we can dowload sample scene (0:15) from this tutorial? thank you!
Everything looks good. However, how in the world Shader Graph doesn't have a built-in Luminance node? 👀
👍👍
This is peak!
amazing
How can we make this compatible with VR? Currently, everything is visible only in the left eye, while the right eye remains black. Additionally, all visible elements are distorted during head movement.
Really nice! Thanks for these resources, great introduction to get in the trenches.
Had a question, the SSAO pass seems to have many draws, at least BiRP had a whole chain of mip maps and whatnot to get a nice and wide SSAO outcome; however, the RenderGraph only shows one Blit SSAO? That sounds like it would be the final mixing pass?
❤
Amazing.
Fantastic. more of these please. I'm trying to render a layermask without creating a second camera. this was possible before render graph with render features, and it probably is now, but i have no idea how to do it with the new functions. so i am stuck in compatibility mode.
Any chance we can get an additional injection point for on after drawing ui toolkit/ugui overlay? It’s really frustrating trying to do a full screen effect and having the ui draw on top of it
Why can't i find the link of example project ?
I hope its possible to use the SSAO pass in shader graph, that would open up a lot
Is there a code base somewhere or a github account?
If I wanted the dithering effect to only occur on parts of my display, I presume I would have to use several cameras and then combine their outputs, right?
I don't see anything in the graph about layers, so I assume tehy can not be treated differently from there. ...Or can they?
Can anyone briefly explain why/how is this different than the classic post-processing effects ?
Is it "just" because the classic post-processing usually only work after all the passes are finished, so first of all there are certain limitation, but also you are forced to work with more pixels that you necessarly needs.
while in this approach you just use the data that you need for your effect.
Is this it ?
(this question is not asked in a pejorative way)
It's more than just only needing the data you want, this is used for more than post-processing. It allows you to more easily customize the render pipeline to add custom render features in more locations. Sometimes you may wish to alter the data that gets sent to a later part of the rendering, you can't do that in post-processing because those steps have already been performed. The entire render pipeline is setup using render graph, it's simply a way to order the steps to perform when rendering, and allow functionality that's unused to be baked out and optimized. The example given in this video isn't particularly special in that it can be done several ways, but render graph is far more powerful than simply image effects.
but can you keep the original colors?
Dragon age 4 with purple color is similar to a game made with Unreal Engine, Dragon Age 4 with dark mod is similar to a game made with Unity Engine, I like dark colors.
epic
How does the render pass work with entities?
Where is the link to the sample?
Hello, I am new to unity and I had an issue in accessing the asset manager and everything that I tried, (resetting deleting and updating) didn’t seem to work. I am very eager to use this program but I can’t get my assets I or other people has created.
Does anyone else have this problem?
Can you do 3D but then give it the 16 bit 2D bitmap look and maintain that look while either zooming in or out? The closest that came to that look is Octopath Traveler but it still used 2D sprites.
I think there are many ways to achieve that with Unity. You either use quads in a 3D lit scene (URP) and position them in 3D coordinates. or 2D sprites in a scene lit with URP 2D renderer, and 3D objects that use Sorting groups to be sorted among 2D sprites
The editor on Linux keeps crashing here :( Is it just for me? haha
Everytime I switch to Vulkan it becomes very unstable. Unfortunately Vulkan is needed for certain features of URP (GPU Resident Drawer).
Definitely file a bug report--Vulkan is stable for me on Windows, but I had issues with DX12 and the team was very responsive.
So can we make it so the rendergraph only effects certain objects within a volume ?
maybe through rendering layers?
I love your voice ❤
BUT ACEROLA
Is this basically a custom Full Screen Pass Renderer Feature or is it different?
it's more that that, it represents all rendering passes (built in ones, custom ones) in a single graph with resource lifetime tracking
@@ahslanabanana I got the part about the use of the graph, but i was curious if the demo was to create the fullscreen render feature but from scratch!
Well, seems I'm not ready yet for this. I'm gonna be back later....
Why apply it to a volume if it's full screen?
volumes are needed for post-procesing, and the local volume is an example of how to trigger it on/off during gameplay
@@eduardooriz2715 I thought when he was applying it to a sphere, you would just see the effect inside the sphere. I know you can do this with render features and objects. I thought he was showing that here. No worries.
@@bigspecgames6050 ah I can understand why, but nope. the sphere is just a collider to trigger the pass on/off
Couldn’t make Unity compatible with Windows 8.1😢
I hate upgrading windows 😢😢 yes I’m usually 6 to 10 years behind the times.
Dragon Age 4 = Xbox 360, Dragon Age 4 + Vktrfly's Dark Fantasy Look-Up Table (LUT) mod = PS3, I liked the PS3's graphics better than the X360's graphics because the PS3 had darker colors. I want The Elder Scrolls 6 with dark colors, I like the Unity Engine because its games have dark colors, the Unreal Engine has very colorful graphics, these graphics don't please me.
First 😊
okay
This setup seems way too complicated for what it's doing. 99% of all screenspace effects simply just need a material and some variables. It really does seem superfluous having to do all this boilerplate to run your own custom full screen shaders.
Unity used to be about simplicity. This is not it.
It's a workflow that can be used for simple use cases like the one in the video, simple for educational purposes, but also very very specific and complex ones... so it has to be system that contemplates all the possibilities. Full screen effects can still be accomplished in simpler ways.
@@eduardooriz2715 would be great if this simpler method was demonstrated in another tutorial then. Blitting with material covers so many use cases. In Unreal you'd simply just add a post process material to a volume and you're done. No need to write any code.
Unity 6 >>> UE5
The word "Graph" is just pointless and misleading. The current graph literally is just a pipleline GUI for you to look at, but you cannot add or edit any features on it. You will need to go through boilerplate codes in order to get few things done. Why call it boilerplate, because in every step you have to stick to the rule and templates behind it, otherwise you will be getting tons of error out of nowhere. I think Unity need to focus on the purpose and practical usage of such modules. For now I just find it very confusing.
Unity ???? Never again ❤❤❤
Evil Ricitiello times are over dude
Why do y'all watch unity videos just to hate bro. If u hate unity move on
cry
@@KevinayaExactly!